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C++

#ifndef RAYLIB_CPP_INCLUDE_VECTOR3_HPP_
#define RAYLIB_CPP_INCLUDE_VECTOR3_HPP_
#ifndef RAYLIB_CPP_NO_MATH
#include <cmath>
#endif
#include <string>
#include "./raylib.hpp"
#include "./raymath.hpp"
#include "./raylib-cpp-utils.hpp"
namespace raylib {
/**
* Vector3 type
*/
class Vector3 : public ::Vector3 {
public:
Vector3(const ::Vector3& vec) : ::Vector3{vec.x, vec.y, vec.z} {}
Vector3(float x, float y, float z) : ::Vector3{x, y, z} {}
Vector3(float x, float y) : ::Vector3{x, y, 0} {}
Vector3(float x) : ::Vector3{x, 0, 0} {}
Vector3() {}
Vector3(::Color color) {
set(ColorToHSV(color));
}
GETTERSETTER(float, X, x)
GETTERSETTER(float, Y, y)
GETTERSETTER(float, Z, z)
Vector3& operator=(const ::Vector3& vector3) {
set(vector3);
return *this;
}
bool operator==(const ::Vector3& other) const {
return x == other.x
&& y == other.y
&& z == other.z;
}
bool operator!=(const ::Vector3& other) const {
return !(*this == other);
}
inline std::string ToString() const {
return TextFormat("Vector3(%f, %f, %f)", x, y, z);
}
inline operator std::string() const {
return ToString();
}
#ifndef RAYLIB_CPP_NO_MATH
/**
* Add two vectors
*/
inline Vector3 Add(const ::Vector3& vector3) const {
return Vector3Add(*this, vector3);
}
/**
* Add two vectors
*/
inline Vector3 operator+(const ::Vector3& vector3) const {
return Vector3Add(*this, vector3);
}
Vector3& operator+=(const ::Vector3& vector3) {
set(Vector3Add(*this, vector3));
return *this;
}
/**
* Subtract two vectors.
*/
inline Vector3 Subtract(const ::Vector3& vector3) const {
return Vector3Subtract(*this, vector3);
}
/**
* Subtract two vectors.
*/
inline Vector3 operator-(const ::Vector3& vector3) const {
return Vector3Subtract(*this, vector3);
}
Vector3& operator-=(const ::Vector3& vector3) {
set(Vector3Subtract(*this, vector3));
return *this;
}
/**
* Negate provided vector (invert direction)
*/
inline Vector3 Negate() const {
return Vector3Negate(*this);
}
/**
* Negate provided vector (invert direction)
*/
inline Vector3 operator-() const {
return Vector3Negate(*this);
}
/**
* Multiply vector by vector
*/
inline Vector3 Multiply(const ::Vector3& vector3) const {
return Vector3Multiply(*this, vector3);
}
/**
* Multiply vector by vector
*/
inline Vector3 operator*(const ::Vector3& vector3) const {
return Vector3Multiply(*this, vector3);
}
/**
* Multiply vector by vector
*/
Vector3& operator*=(const ::Vector3& vector3) {
set(Vector3Multiply(*this, vector3));
return *this;
}
/**
* Multiply vector by scalar
*/
inline Vector3 Scale(const float scaler) const {
return Vector3Scale(*this, scaler);
}
/**
* Multiply vector by scalar
*/
inline Vector3 operator*(const float scaler) const {
return Vector3Scale(*this, scaler);
}
/**
* Multiply vector by scalar
*/
Vector3& operator*=(const float scaler) {
set(Vector3Scale(*this, scaler));
return *this;
}
/**
* Divide vector by vector
*/
inline Vector3 Divide(const ::Vector3& vector3) const {
return Vector3Divide(*this, vector3);
}
/**
* Divide vector by vector
*/
inline Vector3 operator/(const ::Vector3& vector3) const {
return Vector3Divide(*this, vector3);
}
/**
* Divide vector by vector
*/
Vector3& operator/=(const ::Vector3& vector3) {
x /= vector3.x;
y /= vector3.y;
z /= vector3.z;
return *this;
}
/**
* Divide a vector by a value.
*/
inline Vector3 Divide(const float div) const {
return ::Vector3{x / div, y / div, z / div};
}
/**
* Divide a vector by a value.
*/
inline Vector3 operator/(const float div) const {
return Divide(div);
}
/**
* Divide a vector by a value.
*/
Vector3& operator/=(const float div) {
x /= div;
y /= div;
z /= div;
return *this;
}
/**
* Calculate vector length
*/
inline float Length() const {
return Vector3Length(*this);
}
inline Vector3 Normalize() const {
return Vector3Normalize(*this);
}
inline float DotProduct(const ::Vector3& vector3) const {
return Vector3DotProduct(*this, vector3);
}
inline float Distance(const ::Vector3& vector3) const {
return Vector3Distance(*this, vector3);
}
inline Vector3 Lerp(const ::Vector3& vector3, const float amount) const {
return Vector3Lerp(*this, vector3, amount);
}
inline Vector3 CrossProduct(const ::Vector3& vector3) const {
return Vector3CrossProduct(*this, vector3);
}
inline Vector3 Perpendicular() const {
return Vector3Perpendicular(*this);
}
inline void OrthoNormalize(::Vector3* vector3) {
Vector3OrthoNormalize(this, vector3);
}
inline Vector3 Transform(const ::Matrix& matrix) const {
return Vector3Transform(*this, matrix);
}
inline Vector3 RotateByQuaternion(const ::Quaternion& quaternion) const {
return Vector3RotateByQuaternion(*this, quaternion);
}
inline Vector3 Reflect(const ::Vector3& normal) const {
return Vector3Reflect(*this, normal);
}
inline Vector3 Min(const ::Vector3& vector3) const {
return Vector3Min(*this, vector3);
}
inline Vector3 Max(const ::Vector3& vector3) const {
return Vector3Max(*this, vector3);
}
inline Vector3 Barycenter(const ::Vector3& a, const ::Vector3& b, const ::Vector3& c) const {
return Vector3Barycenter(*this, a, b, c);
}
static inline Vector3 Zero() {
return Vector3Zero();
}
static inline Vector3 One() {
return Vector3One();
}
#endif
inline void DrawLine3D(const ::Vector3& endPos, ::Color color) const {
::DrawLine3D(*this, endPos, color);
}
inline void DrawPoint3D(::Color color) const {
::DrawPoint3D(*this, color);
}
inline void DrawCircle3D(
float radius,
const ::Vector3& rotationAxis,
float rotationAngle,
Color color) const {
::DrawCircle3D(*this, radius, rotationAxis, rotationAngle, color);
}
inline void DrawCube(float width, float height, float length, ::Color color) const {
::DrawCube(*this, width, height, length, color);
}
inline void DrawCube(const ::Vector3& size, ::Color color) const {
::DrawCubeV(*this, size, color);
}
inline void DrawCubeWires(float width, float height, float length, ::Color color) const {
::DrawCubeWires(*this, width, height, length, color);
}
inline void DrawCubeWires(const ::Vector3& size, ::Color color) const {
::DrawCubeWiresV(*this, size, color);
}
inline void DrawSphere(float radius, ::Color color) const {
::DrawSphere(*this, radius, color);
}
inline void DrawSphere(float radius, int rings, int slices, ::Color color) const {
::DrawSphereEx(*this, radius, rings, slices, color);
}
inline void DrawSphereWires(float radius, int rings, int slices, ::Color color) const {
::DrawSphereWires(*this, radius, rings, slices, color);
}
inline void DrawCylinder(float radiusTop, float radiusBottom, float height,
int slices, ::Color color) const {
::DrawCylinder(*this, radiusTop, radiusBottom, height, slices, color);
}
inline void DrawCylinderWires(float radiusTop, float radiusBottom, float height,
int slices, ::Color color) const {
::DrawCylinderWires(*this, radiusTop, radiusBottom, height, slices, color);
}
inline void DrawPlane(const ::Vector2& size, ::Color color) const {
::DrawPlane(*this, size, color);
}
/**
* Detect collision between two spheres
*/
inline bool CheckCollision(float radius1, const ::Vector3& center2, float radius2) const {
return CheckCollisionSpheres(*this, radius1, center2, radius2);
}
protected:
void set(const ::Vector3& vec) {
x = vec.x;
y = vec.y;
z = vec.z;
}
};
} // namespace raylib
using RVector3 = raylib::Vector3;
#endif // RAYLIB_CPP_INCLUDE_VECTOR3_HPP_